Invisible wall created a solid tile that is impassable. Invisible rocky wall is the same thing but it draws as a rock on your map, while the normal invisible wall draws as a ground tile.ScroLL wrote:invisible_wall
there's also invisible_rocky_wall but I haven't played with that yet.
Ask a simple question, get a simple answer
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- Posts: 168
- Joined: Thu Oct 30, 2014 1:56 am
Re: Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
secret_doors act as "thin" walls you cannot walk through. They also draw as a wall on the minimap (Which walls + invisible_walls do not show as anything on the minimap) but seem to draw the tile on the other side of the secret_door as you walk by it (Letting the adventurer know something is behind it).Jackard wrote:I saw that, but looks like it takes the entire tile! Is there a thin version?ScroLL wrote:invisible_wall
Thanks very much, I can't test right now but this sounds like it solves the issueGoldenShadowGS wrote:I just discovered something. Those thin forest ruin walls are actually doors in the game engine. I think this means all "Wall" objects are solid throughout the entire square. But door objects block only between two tiles. This means if you want to make a thin dungeon wall, you can use your dungeon facades and put a forest ruin wall and turn off its model to make it solid. I just tested and it works.
Writer and sometimes artist of the very slightly acclaimed comic series Scrambled Circuits. A comic series about a robot written by a human.
Grimrock 2 socketSystem: viewtopic.php?f=22&t=8546 / Github
Grimrock 2 socketSystem: viewtopic.php?f=22&t=8546 / Github
Re: Ask a simple question, get a simple answer
Id like to clone forest_oak_cluster with offset, please somebody help me define it
defineObject{
name = "offset_cluster",
components = {
{
offset = vec(4,0,4),
}
},
}
defineObject{
name = "offset_cluster",
components = {
{
offset = vec(4,0,4),
}
},
}
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- Joined: Thu Oct 30, 2014 1:56 am
Re: Ask a simple question, get a simple answer
I think I figured out how the prisoner cage in the beginning of the game was made. It is a prisoner_cage surrounded on 3 sides with prison_cage_doors and the front side has a prison_cage_door_breakable. When you hit the door with a weapon, it makes the prison cage animate the swing open animation automatically. I also placed a prison_cage_door in between the tiles where the visible open door is so it becomes impassable.cameronC wrote:secret_doors act as "thin" walls you cannot walk through. They also draw as a wall on the minimap (Which walls + invisible_walls do not show as anything on the minimap) but seem to draw the tile on the other side of the secret_door as you walk by it (Letting the adventurer know something is behind it).Jackard wrote:I saw that, but looks like it takes the entire tile! Is there a thin version?ScroLL wrote:invisible_wall
Thanks very much, I can't test right now but this sounds like it solves the issueGoldenShadowGS wrote:I just discovered something. Those thin forest ruin walls are actually doors in the game engine. I think this means all "Wall" objects are solid throughout the entire square. But door objects block only between two tiles. This means if you want to make a thin dungeon wall, you can use your dungeon facades and put a forest ruin wall and turn off its model to make it solid. I just tested and it works.
Re: Ask a simple question, get a simple answer
Does Grimrock have a flat ceiling tile that I can use as a facade, preferably dungeon textured?
- Rougecorne
- Posts: 34
- Joined: Wed Oct 29, 2014 1:52 am
Re: Ask a simple question, get a simple answer
Hello guys'
In my mod, i create a new weapon with this script:
defineObject{
name = "dague_magique",
baseObject = "dagger",
uiName = "Dague de l'apprentit",
AttackPower = 20,
damageType = "cold",
description = "Une puissante dague cachée du monde.",
}
But, when i reload my mod, i have this weapon, called "Dague_magique", but.. when i play my mod, i have no changes on the weapon. :/
Why ?
(Really sorry for my bad english ^^)
In my mod, i create a new weapon with this script:
defineObject{
name = "dague_magique",
baseObject = "dagger",
uiName = "Dague de l'apprentit",
AttackPower = 20,
damageType = "cold",
description = "Une puissante dague cachée du monde.",
}
But, when i reload my mod, i have this weapon, called "Dague_magique", but.. when i play my mod, i have no changes on the weapon. :/
Why ?
(Really sorry for my bad english ^^)
Re: Ask a simple question, get a simple answer
Untested, but LoG2 has a more Component based system so it should be something likeRougecorne wrote:Hello guys'
Code: Select all
defineObject{
name = "dague_magique",
baseObject = "dagger",
components = {
{
class = "Item",
uiName = "Dague de l'apprentit",
AttackPower = 20,
damageType = "cold",
description = "Une puissante dague cachée du monde.",
}
}
}
Last edited by Prozail on Sat Nov 01, 2014 1:48 am, edited 1 time in total.
Links to my YouTube playlist of "tutorials" and to my forum thread.
- Rougecorne
- Posts: 34
- Joined: Wed Oct 29, 2014 1:52 am
Re: Ask a simple question, get a simple answer
Don't work
'}' excepted to close '{' at line 28 near uiName
'}' excepted to close '{' at line 28 near uiName
Re: Ask a simple question, get a simple answer
i missed a comma (,) at the end of the line.Rougecorne wrote:Don't work
'}' excepted to close '{' at line 28 near uiName
Links to my YouTube playlist of "tutorials" and to my forum thread.
- Rougecorne
- Posts: 34
- Joined: Wed Oct 29, 2014 1:52 am
Re: Ask a simple question, get a simple answer
Thank you !